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Voth consoles, For science!

resoundingenvoyresoundingenvoy Member Posts: 439
A little feedback on the voth science consoles.

For reference, this is what I'm talking about.

It has lots of shiny abilities. All their modifier's make them do what a normal science console would do a few ranks below it. (Honestly, if the devs showed half as much restraint a year ago, that would have been awesome!)

My problem with the voth set isn't what it does. It's that it doesn't do enough. My cardinal example is version that gives shield HP. It gives a little less then ~3/4 he HP a field generator console will for the same rank and rarity. On the surface, that's great! For a little bit less hp I get new abilities!

My problem is the abilities are so small they contribute less to a battle then the missing 1/4shield HP did!

Is there anyway we could get those 10% changes up to a 40-60% change, (or maybe even a 100%)?
Post edited by resoundingenvoy on

Comments

  • momawmomaw Member Posts: 0 Arc User
    edited February 2014
    Personally I try to steer clear of anything that has a chance of happening. I would rather have a good ship that is RELIABLY good than a ship which can hypothetically be better but only when the dice roll in my favor.

    These would have to do something like: 100% chance to gain bonus magnitude on any shield healing ability: (5% of magnitude per second for 5 seconds.) in order to justify the gimping of the core stat of the console.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2014
    % chance is powerful. Cannons only have a 2.5% chance to do something nasty to an enemy, but people spend pages and pages here trying to find the best one. Why? Because the # of chances is high enough that even at 2.5%, it happens enough to be significant. I run plasma cannons on one captain and there has not been a ship yet that does not get the hull DOT applied, even at the very low % chance...


    so about the consoles, the low % probably is to take into account having 4-5 of them on some ships. 5 shots at 10% is a pretty good chance to get a decent shield heal AND they also add to your exotic damage attacks. On top of that, your ship, being sci, already has great shield mods. Likely, you can *afford* to lose a small amount of shield to gain chances @ extra damage and shield healing. Consider, as well, that shield healing is effectively shield cap. If your shields can take 10k damage and you can get a free heal for 1k, they are now like 11k shields. There is some risk from the random numbers, yes, but IMHO the overall gains here justify the losses assuming you have at least 3 of these consoles.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    These consoles are garbage compared to the fleet embassy consoles, hence why people steer clear of them. At least the fleet embassy give you shield heal and +31.9 stats on sci skills. The devs dropped the ball developing these and I have yet to see a valid argument on why I should stick these consoles in my ship.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2014
    lucho80 wrote: »
    These consoles are garbage compared to the fleet embassy consoles, hence why people steer clear of them. At least the fleet embassy give you shield heal and +31.9 stats on sci skills. The devs dropped the ball developing these and I have yet to see a valid argument on why I should stick these consoles in my ship.

    There are only 2 reasons. 1) you do not have access to a fleet embassy or 2) you got one for free from a dyson box. I have 2 of them that I got for free, for now, they are slightly less good but that lets me spend dill on something that is a lot bigger upgrade. For example, atm I need 200k FM & almost 100k dil for a set of elite pets... so buying a fleet anything else right now is not happening.
  • mamif3mamif3 Member Posts: 149 Arc User
    edited February 2014
    The only reason to use them is for grav well builds. Grav wells damage is mostly based on aux level and not exotic damage.

    You get more damage for a grav well from the dmg proc on these consoles than you would from a full exotic damage console.

    I use 4 of the grav Gen versions of them on my vesta. They are like the embassy consoles. When one procs they all proc.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    The "I don't beling to a fleet" argument is valid, although joining a nice fleet that gives you easy access and grinding to get 5 consoles only takes about 15 hours of non stop playing (Not counting the dil).

    If you go with the grav gen version that add hull damage, you're talking about the grav well doing 1,500 hull damage per grav well (if it always procs and all 5 proc) which also sucks when you're talking 42K hulls. Anyway, still see no compelling reason to use them unless you're a loner who refuses to join a fleet.
  • mamif3mamif3 Member Posts: 149 Arc User
    edited February 2014
    lucho80 wrote: »
    The "I don't beling to a fleet" argument is valid, although joining a nice fleet that gives you easy access and grinding to get 5 consoles only takes about 15 hours of non stop playing (Not counting the dil).

    If you go with the grav gen version that add hull damage, you're talking about the grav well doing 1,500 hull damage per grav well (if it always procs and all 5 proc) which also sucks when you're talking 42K hulls. Anyway, still see no compelling reason to use them unless you're a loner who refuses to join a fleet.


    They can proc on every tic of the grav well. Not just on use. They also can proc on every tic of the wells made from the gravometric torp.
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2014
    Assuming:

    1) Allowing for a 10% chance to happen 1 in 10 times, therefore I can count on 10% of the shield heal and damage over a given time span.

    2) I have two or three shield heals.


    10% of the heal doesn't make up the lost 33.5% shield health over a equal mark and rarity shield generator even with three shield heals. Which means it's up to the damage to make up the gap.

    10% of 300-400 -OR- 600-800 over the same time span even with five or six ability for it to feed off of doesn't end a fight fast enough before the extra 400-900 shield HP are missed.


    I believe this setup was tested (if it was tested) on tactical escorts that have a low shield mod to start with, and the ability multiply damage almost without limit. Where as a science or engineering setup can't count large damage multipliers and does have a to count at least a little on greater shield.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited February 2014
  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2014
    Ok, consoles as already referenced here that are acquired from the reputation system rewards for fighting the voth. :P
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